Seahawk's MM1 & MM2 Vehicles

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Seahawk
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Postby Seahawk » Sun Dec 03, 2017 12:00 pm

VCK has created .bms files, how do I put them in .ar?
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Postby zoot » Sun Dec 03, 2017 5:39 pm

Read the rest of the tutorial.
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Postby Franch88 » Sun Dec 03, 2017 8:16 pm

Yeah, would you continue to read the damn tutorial, for your sake? Obviously, it explains also that step, don't you think? :roll:

Now stop, the next dumb question like thatwill be automatically deleted... Learn to do the things by yourself...
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Postby Seahawk » Mon Dec 04, 2017 10:41 am

The tutorial says:
Next, Click START-RUN. Type in:
C:\VCK\Angel\am.exe -translate -review -bw geo\vpcar.geo
So it looks like this:
A dialog box should come up, say some things, than another dialog
box. It'll say some textures stuff. click OK for every one.
Then, in about a min, close the dialog box.
Then, after that, click run again and type in:
C:\VCK\shop\ship.bat vpcar
Now, test your car ingame!
I've did all that. But how to make an .ar it doesn't explains. I mean do I have to make a .zip file with geometry, texture, tune and aud in it and then convert it to .ar or something else?
-Seahawk
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Postby zoot » Mon Dec 04, 2017 4:29 pm

It explains it. That last thing, VCK ship.bat vpcar (REPLACE with whatever your basename is), and it'll make it
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Postby Seahawk » Mon Dec 04, 2017 4:39 pm

Yes, it's there in the 'build' folder. I'll test it tomorrow when I'll go to the person whose PC I use for MM1. What is the 'shiplist' file for?
@MM2MM1Fan: How to export the dashboard?
@Franch88: Will this be released at MM2x?
-Seahawk
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Postby zoot » Mon Dec 04, 2017 5:19 pm

Shiplist is used to determine what goes inside the ar file from the VCK folders.
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Postby Seahawk » Mon Dec 04, 2017 5:28 pm

Is it necessary to include in the directory?
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Postby FXANBSS » Mon Dec 04, 2017 7:40 pm

I'll simply and literally remind you.
Now stop, the next dumb question like that will be automatically deleted... Learn to do the things by yourself...

About your project, you've been doing interesting progress, I see you will convert all the MM2 cars to MM1. :smile2:

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Postby Seahawk » Tue Dec 05, 2017 7:25 am

All MM2 cars? Do you think I'll convert all the cars? The plan is to convert all cars of MM2 developers. And most of them are already available from 4 years.... Anyways now the conversion list has extended to traffic cars made by MM2 developers.

It crashes in my PC. But anyways it's working on the other one, finally:
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But why is fifth and sixth wheel invisible? And it is named as 'Test Vehicle' and paint job is named as 'Unknown' even after I have written 'Moon Rover' and 'Primer' there. And can anyone please give me the original sounds and wheel/dashboard textures?
-Seahawk
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Postby Jeremiahjobling » Tue Dec 05, 2017 12:35 pm

I think MM1 only recognises four wheels
Dubai = Supercarland

When it comes to normal street driving, any car is as good as good as any other. Only the racetrack can truly separate the cars' abilities.

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Postby Seahawk » Tue Dec 05, 2017 12:37 pm

It's MM1 and it has all 6 wheels. Don't you know the default Century and this truck have six wheels?
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Postby zoot » Tue Dec 05, 2017 1:38 pm

Make sure to name them properly, I don't know the proper names of the other wheels, but you can figure it out somehow.
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Postby Seahawk » Wed Dec 06, 2017 2:34 am

They're named WHL4_H/M/L/VL and WHL5_H/M/L/VL.
It works fine but can anyone please give me textures from MM2 Core so that I can finish this 7 year old car pack?
-Seahawk
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Postby Seahawk » Sat Dec 09, 2017 2:20 pm

I've got some problems: Why the wheel textures are not appearing in game even after I've assigned them? And the fifth and sixth wheel are invisible. Default tuning is coming even after I've edited the .mmcarsim.
-Seahawk
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Third Best New-comer screen shooter of the year 2013
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Second Best MM1 screen shooter of the year 2014